/// <summary> /// 胡牌 /// </summary> public void Hu(int seat, BoutModel boutModel) { //AudioManager.Instance.PlayEffectAudio("hu"); //switch (seat) //{ // case 1: // PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState(false); // PlayerManager.m_instance.m_EastPlayer.HuPai(boutModel.HuType,boutModel.CurrentPlate); // Debug.Log("东家胡牌了:" + boutModel.CurrentPlate); // break; // case 2: // PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState(false); // PlayerManager.m_instance.m_SouthPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate); // Debug.Log("南家胡牌了:" + boutModel.CurrentPlate); // break; // case 3: // PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState(false); // PlayerManager.m_instance.m_WestPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate); // Debug.Log("西家胡牌了:" + boutModel.CurrentPlate); // break; // case 4: // PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState(false); // PlayerManager.m_instance.m_NorthPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate); // Debug.Log("北家胡牌了:" + boutModel.CurrentPlate); // break; //} //int mySeat = (int)MainViewMgr.m_Instance.m_MySeat + 1; //if (mySeat == boutModel.CurrentBout) //{ // Debug.Log("胡牌以后:"+ mySeat); // //NetManager.m_Instance.SendMessage(Protocol.TYPE_FIGHT, 0, FightProtocol.GET_CREQ, null); //} StartCoroutine(HuLogic(seat, boutModel)); }
/// <summary> /// 出牌 /// </summary> /// <param name="boutModel"></param> public void ChuPai(BoutModel boutModel) { switch (boutModel.CurrentBout) { case 11: Debug.Log("东家出牌:"); //PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState(); break; case 12: Debug.Log("南家出牌:"); //PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState(); break; case 13: Debug.Log("西家出牌:"); //PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState(); break; case 14: Debug.Log("北家出牌:"); // PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState(); break; } }
/// <summary> /// 杠牌 /// </summary> public void Gang(int seat, BoutModel boutModel) { //isGang = true;//摸牌时需要从尾部删除 //AudioManager.Instance.PlayEffectAudio("gang"); //switch (seat) //{ // case 1: // PlayerManager.m_instance.m_EastPlayer.GangPai(seat, boutModel); // PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState(false); // Debug.Log("东家杠牌了:" + boutModel.CurrentPlate); // break; // case 2: // PlayerManager.m_instance.m_SouthPlayer.GangPai(seat, boutModel); // PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState(false); // Debug.Log("南家杠牌了:" + boutModel.CurrentPlate); // break; // case 3: // PlayerManager.m_instance.m_WestPlayer.GangPai(seat, boutModel); // PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState(false); // Debug.Log("西家杠牌了:" + boutModel.CurrentPlate); // break; // case 4: // PlayerManager.m_instance.m_NorthPlayer.GangPai(seat, boutModel); // PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState(false); // Debug.Log("北家杠牌了:" + boutModel.CurrentPlate); // break; //} //int mySeat = (int)MainViewMgr.m_Instance.m_MySeat + 1; //if (mySeat==boutModel.CurrentBout) //{ // NetManager.m_Instance.SendMessage(Protocol.TYPE_FIGHT, 0, FightProtocol.GET_CREQ, null); //} StartCoroutine(GangLogic(seat, boutModel)); }
/// <summary> /// 碰牌 /// </summary> public void Peng(int seat, BoutModel boutModel) { //AudioManager.Instance.PlayEffectAudio("peng"); //switch (seat) //{ // case 1: // Debug.Log("东家碰牌了:"+boutModel.CurrentPlate); // PlayerManager.m_instance.m_EastPlayer.PengPai(seat,boutModel.CurrentPlate); // PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState(); // break; // case 2: // PlayerManager.m_instance.m_SouthPlayer.PengPai(seat, boutModel.CurrentPlate); // PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState(); // Debug.Log("南家碰牌了:"+ boutModel.CurrentPlate); // break; // case 3: // PlayerManager.m_instance.m_WestPlayer.PengPai(seat, boutModel.CurrentPlate); // PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState(); // Debug.Log("西家碰牌了:"+ boutModel.CurrentPlate); // break; // case 4: // PlayerManager.m_instance.m_NorthPlayer.PengPai(seat, boutModel.CurrentPlate); // PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState(); // Debug.Log("北家碰牌了:"+ boutModel.CurrentPlate); // break; //} StartCoroutine(PengLogic(seat, boutModel)); }
/// <summary> /// 当前玩家正式摸牌 /// </summary> /// <param name="myseat"></param> public void MoPai(int seat, BoutModel boutModel) { //switch (seat) //{ // case 1: // PlayerManager.m_instance.m_EastPlayer.MoPai(handCardId,isGang); // Debug.Log("东家摸牌" + PlayerManager.m_instance.m_SouthPlayer.m_Player); // PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState(); // break; // case 2: // PlayerManager.m_instance.m_SouthPlayer.MoPai(handCardId, isGang); // Debug.Log("南家摸牌"+ PlayerManager.m_instance.m_SouthPlayer.m_Player); // PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState(); // break; // case 3: // PlayerManager.m_instance.m_WestPlayer.MoPai(handCardId, isGang); // Debug.Log("西家摸牌" + PlayerManager.m_instance.m_SouthPlayer.m_Player); // PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState(); // break; // case 4: // PlayerManager.m_instance.m_NorthPlayer.MoPai(handCardId, isGang); // Debug.Log("北家摸牌" + PlayerManager.m_instance.m_SouthPlayer.m_Player); // PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState(); // break; //} //isGang = false; StartCoroutine(MoPaiLogic(seat, boutModel.CurrentPlate)); }
public void Guo(BoutModel boutModel) { int mySeat = (int)MainViewMgr.m_Instance.m_MySeat + 1; if (mySeat == boutModel.CurrentBout) { NetManager.m_Instance.SendMessage(Protocol.TYPE_FIGHT, 0, FightProtocol.GET_CREQ, null); } PlayerManager.m_instance.m_EastPlayer.HideChuPaiState(); PlayerManager.m_instance.m_SouthPlayer.HideChuPaiState(); PlayerManager.m_instance.m_WestPlayer.HideChuPaiState(); PlayerManager.m_instance.m_NorthPlayer.HideChuPaiState(); }
IEnumerator HuLogic(int seat, BoutModel boutModel) { while (islock) { yield return(new WaitForEndOfFrame()); } islock = true; AudioManager.Instance.PlayEffectAudio("hu"); MainViewMgr.m_Instance.ActivePlayerSeatUI(RoomInfoMgr.m_Instance.m_MySeat, seat); switch (seat) { case 1: Debug.Log("东家胡牌了:" + boutModel.CurrentPlate); PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState(false); PlayerManager.m_instance.m_EastPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate); break; case 2: Debug.Log("南家胡牌了:" + boutModel.CurrentPlate); PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState(false); PlayerManager.m_instance.m_SouthPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate); break; case 3: Debug.Log("西家胡牌了:" + boutModel.CurrentPlate); PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState(false); PlayerManager.m_instance.m_WestPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate); break; case 4: Debug.Log("北家胡牌了:" + boutModel.CurrentPlate); PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState(false); PlayerManager.m_instance.m_NorthPlayer.HuPai(boutModel.HuType, boutModel.CurrentPlate); break; } int mySeat = (int)MainViewMgr.m_Instance.m_MySeat + 1; if (mySeat == boutModel.CurrentBout) { Debug.Log("胡牌以后:" + mySeat); //NetManager.m_Instance.SendMessage(Protocol.TYPE_FIGHT, 0, FightProtocol.GET_CREQ, null); } islock = false; yield break; }
public void GangPai(int seat, BoutModel boutModel) { if (boutModel.GangType == 1)//明杠 { MingBar(seat, boutModel.CurrentPlate); } else if (boutModel.GangType == 2)//暗杠 { DarkBar(seat, boutModel.CurrentPlate); } else if (boutModel.GangType == 3)//加杠 { AddBar(seat, boutModel.CurrentPlate); } }
IEnumerator PengLogic(int seat, BoutModel boutModel) { while (islock) { yield return(new WaitForEndOfFrame()); } islock = true; AudioManager.Instance.PlayEffectAudio("peng"); MainViewMgr.m_Instance.ActivePlayerSeatUI(RoomInfoMgr.m_Instance.m_MySeat, seat); switch (seat) { case 1: Debug.Log("东家碰牌了:" + boutModel.CurrentPlate); PlayerManager.m_instance.m_EastPlayer.PengPai(seat, boutModel.CurrentPlate); PlayerManager.m_instance.m_EastPlayer.ActiveChuPaiState(); break; case 2: Debug.Log("南家碰牌了:" + boutModel.CurrentPlate); PlayerManager.m_instance.m_SouthPlayer.PengPai(seat, boutModel.CurrentPlate); PlayerManager.m_instance.m_SouthPlayer.ActiveChuPaiState(); break; case 3: Debug.Log("西家碰牌了:" + boutModel.CurrentPlate); PlayerManager.m_instance.m_WestPlayer.PengPai(seat, boutModel.CurrentPlate); PlayerManager.m_instance.m_WestPlayer.ActiveChuPaiState(); break; case 4: Debug.Log("北家碰牌了:" + boutModel.CurrentPlate); PlayerManager.m_instance.m_NorthPlayer.PengPai(seat, boutModel.CurrentPlate); PlayerManager.m_instance.m_NorthPlayer.ActiveChuPaiState(); break; } islock = false; yield break; }